Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Thomas Shey" data-source="post: 9675811" data-attributes="member: 7026617"><p>I think you're not quite understanding what I'm talking about.</p><p></p><p>Most rolls in most games can, and probably with at least some of its output, move the narrative forward.</p><p></p><p>in PbtA games it absolutely will. Very rarely is a roll allowed to simply say the status quo hasn't changed.</p><p></p><p>Let me give an example.</p><p></p><p>In many traditional games, if you attempt to pick a lock, a variety of different results can happen. I'm going to generically say there are four of them, depending on the system. You might get a crit, that picks the locks the lock and provides some extra benefit in the process of doing so (say, does so very quickly therefor not using up time that may matter for other reason); you might get a success, that picks the lock; you might get a failure, that uses up time but otherwise doesn't change matters (and that time loss may or may not be particularly relevant depending on other elements of the situation); and you could get a fumble which both fails and makes the situation worse in some fashion (say, making noise that attracts attention you may not want). Some otherwise traditional games with a bit of a leg in a narrative camp might have one or two other cases: success that has a cost besides the time expenditures (takes extra time, say) or failure that still gets you somewhere (makes a successive attempt more likely to work).</p><p></p><p>PbtA will very rarely leave things at the status quo (I want to say never, but I seem to recall one or two Moves in MotW that might have had a failure without other cost, usually because simply attempting the Move would move things just by trying). In addition, the greatest likelyhood with most Moves is that there will be some sort of complication from attempting the Move, whether successful or not (you can push up your area of heaviest focus where unmixed success may be the likeliest case, but the others will still be fairly common). </p><p></p><p></p><p>This sort of pattern is not routinely the case with most trad games; in most trad games complications added to the situation if viewed as a failure state, just potentially a mixed one if the game is nuanced more. With PbtA games its the expected result, success or not, and that's very much offputting to many people.</p><p></p><p></p><p></p><p>I think this is a case where the devil is in the details. What "failure" and "success" means matters, and the frequency matters. To a large extent, structurally PbtA doesn't much care whether you succeed or fail, just that something happens (and to the degree it does, it actually considers at least some degree of failure a virtue) and I'm going to suggest that's miles away from what most trad games do and what many, probably most players want.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9675811, member: 7026617"] I think you're not quite understanding what I'm talking about. Most rolls in most games can, and probably with at least some of its output, move the narrative forward. in PbtA games it absolutely will. Very rarely is a roll allowed to simply say the status quo hasn't changed. Let me give an example. In many traditional games, if you attempt to pick a lock, a variety of different results can happen. I'm going to generically say there are four of them, depending on the system. You might get a crit, that picks the locks the lock and provides some extra benefit in the process of doing so (say, does so very quickly therefor not using up time that may matter for other reason); you might get a success, that picks the lock; you might get a failure, that uses up time but otherwise doesn't change matters (and that time loss may or may not be particularly relevant depending on other elements of the situation); and you could get a fumble which both fails and makes the situation worse in some fashion (say, making noise that attracts attention you may not want). Some otherwise traditional games with a bit of a leg in a narrative camp might have one or two other cases: success that has a cost besides the time expenditures (takes extra time, say) or failure that still gets you somewhere (makes a successive attempt more likely to work). PbtA will very rarely leave things at the status quo (I want to say never, but I seem to recall one or two Moves in MotW that might have had a failure without other cost, usually because simply attempting the Move would move things just by trying). In addition, the greatest likelyhood with most Moves is that there will be some sort of complication from attempting the Move, whether successful or not (you can push up your area of heaviest focus where unmixed success may be the likeliest case, but the others will still be fairly common). This sort of pattern is not routinely the case with most trad games; in most trad games complications added to the situation if viewed as a failure state, just potentially a mixed one if the game is nuanced more. With PbtA games its the expected result, success or not, and that's very much offputting to many people. I think this is a case where the devil is in the details. What "failure" and "success" means matters, and the frequency matters. To a large extent, structurally PbtA doesn't much care whether you succeed or fail, just that something happens (and to the degree it does, it actually considers at least some degree of failure a virtue) and I'm going to suggest that's miles away from what most trad games do and what many, probably most players want. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
Top